precision mediump float;

uniform sampler2D s_texture;
//uniform samplerCube s_texture;

varying vec2 aVertexUVs_;

void main(){

	vec4 col = texture2D( s_texture, aVertexUVs_ );
	//if(col[0] < 0.1)
	//	col[3] = 0.0;
	//else
	//	col = vec4(0.0, 1.0, 1.0, 1.0);
	vec4 col1 = vec4(0.1, 1.0, 1.0, col[0] );
	gl_FragColor = col1;


}